Playthings of Mad Gods

The Wizard's Atoll

made for Archipelago

Introduction and the feel of the area

Dominated by a single wizard's glass tower, this place is avoided by most locals. That being said, it is not that dangerous, if you don't draw the local's ire. The atoll and the lagoon inside are gorgeous, with the water in the lagoon being kept drinkable by a bound spirit. This whole place is really dedicated towards the amusement of a single person - Szczebrzeszyn the Great, the holder of the Glass Tower.

Random Encounters (1d6):

  1. A patrol of 2d6 Failedfolk Warriors (see 010.018) - ready to fight, although mostly sent by their leader as a ceremony (and to hunt Spellbeasts). They don't usually have many guests, you see. If a fight starts, they will call for others, using a seashell as a horn.
  2. d6 Failedfolk gathering driftwood and clams. If a fight starts, they will call for others, using a seashell as a horn.
  3. A Failedfolk child, curious about the guests.
  4. Bound Spirit (3* (Supernatural), AC as leather) - a spirit that holds a single spell (of GM's choice), following the will of Szczebrzeszyn the Great. It will most likely follow the party and observe them, fleeing to its master's tower if threathened. Attacking his spirits is a surefire way to find Szczebrzeszyn's Ire. Spirits have the intelligence similiar to a crow - animalistic, but capable of cooperation and tool usage.
  5. Fleeing Spirit (3* HD, AC as leather) - a spirit that holds a single spell (of GM's choice), trying to run away from Szczebrzeszyn the Great. Will gladly help the PCs if they carry it across the water away from the wizard. If brought to Szczebrzeszyn, he will reward the party with knowledge about another location. Spirits have the intelligence similiar to a crow - animalistic, but capable of cooperation and tool usage.
  6. Spellbeast (1d8 HD, 6+1d10 AC, d4(the dice explodes) damage) - another failed experiment of Szczebrzeszyn in permanently binding spirits to material animals, this spellbeast (roll 2d8): 1. Has red eyes that shoot out streams of boiling blood (30 m range), 2. Has two mismatched wings (Can fly), 3. Has quills cover its body (anyone who fails a save each round while in melee (or is grappling with it) takes d4(the dice explodes) damage per round), 4. Has a human face and mouth (Can speak and understand speech, but is still of an animal intellect), 5. Has camouflage that allows it to blend into the hex on which it is encountered (5-in-6 chance of suprising the enemy), 6. Has a pair of large talons (has 2 attacks), 7. Has a scream that damages hearing (save or lose hearing for d4(the dice explodes) hours), 8. Has a single spell of GM's choice (which it can cast with 1 MD)

Hexes themselves

009.007 Wizard's Tower

The tower dominates the whole atoll, and is visible from 3 hexes away. It is made out of stained glass, which is covered in geometric patterns. Szczebrzeszyn the Great (5 HD, AC as Plate-And-Shield+3 unless attacked with a glass weapon, in which case he is unarmored) lives at its top, making his magics. He wears a simple robe woven out of local plants (although he is surrounded by an invisible field of force), his head is shaven clean and covered in geometric tatoos - it is also full of piercings. He is a Spirit-Talker - he communes with the spirits that he coaxes out of items and living creatures, using a set of ivory chopsticks (he may teach the art to other humans, but will not do so willingly unless presented with the promise of a magic just as powerful). Then he pacts with them and convinces (using gifts) or intimidates (using his enchanted flute, made from the tightbone of a prophet, the melody of which causes great pain to spirits) them to serve him. He is always accompanied by 5 invisible spirits, which hold the spells shatter glass, cure serious wounds, counterspell, cause unimaginable pain, summon tempest - they may cast them as 2 MD wizards, whenever they decide that would help their master (or he asks them to).

He is bored, curious and scientific. He has lived for hundreds of years, kept alive by a pact he has made with Death herself - he is still searching for new things to experience, now doing various experiments in his tower to conjure up new experiences. He is currently trying to force spirits into the material world, trying to find a reliable method of quickly enchanting items and living creatures - he is patient, but will gladly accept anything that could speed it up. The inhabitants of the island are all side-effects of his magic - he treats them like a god treats his followers. Over the years he has grown quite an ego. Still, that doesn't stop him from the good old quid pro quo. Especially if the player characters will seem interesting. He cares not for normal wealth, but interesting magic items and artworks may garner his attention.

Interesting items in the tower

Ivory Chopsticks (not magical in themselves, but fancy - worth 100 SP or 1000 if sold together with the story of the wizard who used them and the buyer believes you)
10 Glass Sculptures (each takes up 10 inventory slots and is worth ~1000 SP, but is incredibly brittle)
A Scrying Mirror (put a small part of a creature's body on the mirror (a drop of blood or a hair suffice) - as long as it remains there, the mirror shows what they see)
Saint's Flute (Carried by Szczebrzeszyn, made from the tightbone of a prophet, it allows the user to cause incredible pain to spirits who hear it. After a month of practice, the user may focus the melody so that it affects only a single spirit)
A set of Cold Iron Earrings (worn by Szczebrzeszyn, protect the wearer from Elven Glamour and add a +1 to other saves against magic).
Other piercings in his entire body (golden, together amount to 50 GP)
Two luxurious bedrooms (one for him and the other for guests, anyone who sleeps there has +2 max HP for the next day - it is a combination of boons granted by spirits and the luxury)
Spices, fruit, and drugs, all conjured up by Szczebrzeszyn (disappear if taken off the island unconsumed - they are neither real nor illusory, instead existing in between these states) \

010.008 Failed Village

Populated by a tribe (87) of Failedfolk (1 HD, AC as unarmored, armed with spears out of driftwood) - various experiments of Szczebrzeszyn, who believe that they have failed their god with their existance. They are mostly fed by Szczebrzeszyn's conjured foodstuffs (and occasional caught fish). They look like a bunch of mutated animals and items, morphed into human likeness. They will most likely be suspicious of outsiders, and will want to convince them to leave their master alone, but will gladly trade "as long as master's peace is not disturbed". They have some small houses conjured up by Szczebrzeszyn, who sometimes does stuff for them (or against them) to amuse himself. They are currently led by Sorry Crab (3 HD, AC as Plate, 2 attacks of d10 damage) - the largest of them, a crab-like abomination who wants to become greater than Szczebrzeszyn and to overthrow him, taking his godhood. He saw Szczebrzeszyn cut himself on a piece of glass, and is now trying to find a way to get a glass dagger unnoticed and use it to kill Szczebrzeszyn. If Szczebrzeszyn feels threathened, he will first order the Failedfolk to attack the threat. If Sorry Crab tries to overthrow Szczebrzeszyn, the Sorry Crab will most likely get torn apart by the Failedfolk. The village has 4 rafts built, but Szczebrzeszyn doesn't want the hassle of dealing with neighbours so he has ordered the Failedfolk not to use them, unless they are absolutely needed.

#Archipelago